Comments for Rustcladhttps://skulltheatre.wordpress.com
Fri, 01 Aug 2014 19:49:38 +0000hourly1http://wordpress.com/Comment on Blast from the Past by Rich Skorskihttps://skulltheatre.wordpress.com/2014/06/27/blast-from-the-past/#comment-192
Fri, 01 Aug 2014 19:49:38 +0000http://skulltheatre.wordpress.com/?p=893#comment-192Awesome effect, I think it looks exactly like you were going for. It looks more magic than natural!
]]>Comment on Putting the Rust in Rustclad by Creating faux stone for Rustclad | Rustcladhttps://skulltheatre.wordpress.com/2013/04/03/putting-the-rust-in-rustclad/#comment-191
Tue, 29 Jul 2014 23:12:39 +0000http://skulltheatre.wordpress.com/?p=452#comment-191[…] while back I posted about our methods for putting the rust in Rustclad. Often it’s up to me to construct a specific piece with paint and paste, but […]
]]>Comment on Where the Magic Happens by skulltheatrehttps://skulltheatre.wordpress.com/2012/09/13/where-the-magic-happens-2/#comment-178
Wed, 18 Jun 2014 21:20:14 +0000http://skulltheatre.wordpress.com/2012/09/13/where-the-magic-happens-2#comment-178Glad you like it, and best of luck on your own project! Be sure to check out Agisoft PhotoScan as well. We switched over to it earlier this year and have been really impressed with the results.

MeshLab is super helpful for making what you get out of 123D Catch or PhotoScan workable for realtime graphics. We’ve got a fancy automated script to make our assets game-ready, but what it’s mostly doing is just calling MeshLab filters in the background. Export at the highest possible detail and use the Quadric Edge Collapse Decimation filter in MeshLab to reduce it to your desired poly count, and be sure to play around with the options for that filter because it can produce wildly varying quality results.

For rigging… we’re going a slightly different route. We’re leaning pretty heavily on spline-based animations and meshes that are configured to deform naturally according to a specified topology. We’ll certainly be writing a blog post on our animation system sometime in the not-too-distant future. Stay tuned!

]]>Comment on Where the Magic Happens by Benjaminhttps://skulltheatre.wordpress.com/2012/09/13/where-the-magic-happens-2/#comment-162
Mon, 19 May 2014 17:54:05 +0000http://skulltheatre.wordpress.com/2012/09/13/where-the-magic-happens-2#comment-162This is so amazing – I just started working with some friends on a video game, and I was up late wondering how I could create or scan real world objects. After looking at some high priced 3d scanners, I discovered 123d catch, and became hooked on scanning my sculptures and natural objects like shells, sticks and plants. We’re just at the point where we’re figuring out how to adjust the poly count to make it workable in a game environment, so I’ll make sure to check out meshworks. Have you tried rigging anything you’ve scanned?

Your game looks wonderful, I’ll be there to buy a copy when it’s released!

]]>Comment on Rustclad Unclad by Mimihttps://skulltheatre.wordpress.com/2014/02/05/rustclad-unclad/#comment-138
Wed, 26 Feb 2014 02:51:17 +0000http://skulltheatre.wordpress.com/?p=692#comment-138this sounds so interesting! but is all magic to me lol. cant wait to find out more!
]]>Comment on The Rain Cometh by skulltheatrehttps://skulltheatre.wordpress.com/2012/10/13/the-rain-cometh/#comment-130
Wed, 11 Sep 2013 22:12:31 +0000http://skulltheatre.wordpress.com/2012/10/13/the-rain-cometh#comment-130The big weakness of screen-space rain effects is, as you said, when the camera is panned up or down. In Rustclad, we as the designers have a lot of control over camera angles so the limitations of the effect will typically never be noticed. As is the case with many graphical artifacts, the best way to solve a problem is often to avoid it entirely:)

However, I have spent some time thinking about the problem, and something that I’d like to experiment with when I have time to tinker would be to have multiple screen-space rain effects that cross-fade with each other based on camera pitch. Then as the player looks up, the vertical rain streaks would fade out and a splotchy “rain hitting the camera lens” effect could fade in. Something similar to the depth channel described in the article could be used as an opacity threshold to ensure that rain streaks fade in and out quickly as a single entity during the cross-fade so you avoid unsightly ‘ghost raindrops’ during mid cross-fade.

]]>Comment on The Rain Cometh by Kirill Usovhttps://skulltheatre.wordpress.com/2012/10/13/the-rain-cometh/#comment-129
Wed, 11 Sep 2013 21:37:50 +0000http://skulltheatre.wordpress.com/2012/10/13/the-rain-cometh#comment-129Great article, nice and simple. The effect looks really realistic, but there is one question left open for me. What to do with situations when the camera is looking to the sky or to the foots?
]]>Comment on Lets Talk by Ploutehttps://skulltheatre.wordpress.com/2013/07/10/lets-talk/#comment-125
Sat, 13 Jul 2013 16:53:17 +0000http://skulltheatre.wordpress.com/?p=530#comment-125Are conversations going to be entirely text-based, or have you started to look for voice actors and voice-morphing spftware?
]]>Comment on A New Direction by skulltheatrehttps://skulltheatre.wordpress.com/2013/06/05/a-new-direction/#comment-124
Wed, 03 Jul 2013 21:42:21 +0000http://skulltheatre.wordpress.com/?p=499#comment-124We spent a lot of time seriously considering both directions. Immersion was actually one of the reasons for the change. One of the challenges of using found and hand-built objects together in a game is consistency. It’s important for everything to ‘feel’ like it exists in the same world. Furthermore, our art is very modular and we wanted an art style that would bring everything together into a cohesive scene, which the outline effects do nicely. The realistic rendering made for some pretty screenshots, but the stylized rendering gives us a much greater potential for building an immersive world, especially when it’s animated. When we release some videos (which will hopefully be soon), I think you’ll appreciate what I mean.

Most importantly though, we wanted a style that not only looked good, but fit with our story. We’ve been leaning in this direction for awhile and it was a hard transition, but after making the change we honestly haven’t looked back.